Version 0.5 - fixed a visual bug where some archives are listed twice when losing/winning - added mod status icons (has winning conflicts, has losing conflicts, is obsolete)
————————— Planned features - DONE filters - DONE show not-conflicting files # - DONE load order management - DONE more help text - DONE show mod status icons - Display REDmod archive conflicts - conflict check for tweaks and scripts
How does load order work in Cyberpunk 2077? Archives in Cyberpunk are loaded binary-alphabetically. This means that a mod called "modaa" loads before "modbb", but "modA" loads before "modaa" and "modbb". Special characters also load according to binary sorting: "!" and "#" before "A", but "_" after "Z". Check the ASCII character set for more info: https://en.wikipedia.org/wiki/ASCII#Character_set/. Additionallty, all REDmod archives are strictly loaded after archives in the /archive/pc/mod folder
However, the game provides a way to adjust archive load order without renaming the files: Archives in "modlist.txt" in your "/archive/pc/mod" folder are loaded according to this list. This app uses the modlist.txt file to order mods without renaming the files. (can be toggled on or off in the app)
if possible I'd change the name of this mod to reflect its ability to reorder the load order without renaming files. if not possible, I'd put more related terms to this in the description for SEO
ASBOLUTE LIFESAVER. Been googling how to edit load order with vortex mods and didn't find any mention of this. Fortunately, came across it in someones comment on a texture mod.
Quick question, if a mod is only losing. Does this mean it is not doing anything? Like it's not even overwriting vanilla files?
The reason I ask is I've got multiple texture mods, one of them is shown as winning 0 and losing 100+ to other mods. If it is the case that this means it's not even overwriting vanilla files, then I may as well delete the mod.
Thanks again for this mod. It really needs to be more known about.
hey all, hope everyone is well. So I opened this just the other day and decided not to use it. (I'm very thorough about renaming my mods when needed). I don't know if simply opening red4 checker and clicking the box to "enable load order re-ordering" and then un-checking it before closing it did this, but all of my updated, added, changed mods since then are being thrown down to the very bottom of the load order regardless of file name. I was going insane renaming mods "!!!!!!!!!!!!!! panam whatever" and having them still not load. Well, turns out they were all sitting at the bottom, thus, being overwritten by everything else.
Is this red4 checker doing this? I don't know how else it could be happening since the game naturally wants to load mods based on alphanumeric name. If it is red4 checker forcing every updated or new mod to be loaded first, how do I make it stop?? Like I said, I checked that box and unchecked it seconds after, then closed the program. How do I tell it to quit screwing up my load order?
Does anyone know how to use this tool? There's literally no explanation by the creator anywhere. Not sure how it's useful when you can't even figure out how it works.
Like wtf does "winning & losing" even mean? What's the context? How are the mods compared to each other? How do I tell? Like seriously this tool has no point without a guide.
"Winning and losing" are terms referring to two different mods that alter the same thing. An example of this would be, lets say, you download two mods that both alter the Overwatch sniper. The one which loads first, "wins" the conflict (conflict meaning they're both fighting to change the same thing) and the one that loads after, loses.
The way mods are loaded in Cyberpunk is via the ASCII-Alphabetical order.
Winning and losing isn't always a bad thing. It can just mean the mod you're using could be winning over base game files. If you've successfully loaded your mod folder into the tool, you'll see red and green. In the right panel, click the drop down menus under the mods and scroll to the right. You'll see exactly how your mods are interacting with your game and other mods.
The left panel is used for reordering your mods. Remember, higher wins. If you click the tick-box at the top of the left pane, it enables modlist re-ordering. Click and drag a mod up or down to adjust which will win the conflict. Doing this will generate a file in the same location where the red4-conflicts.exe is located called "modlist.txt". By placing this file into the same file location as your mod archives, the game will read the .txt file and obey it's ordering. Doing this allows you to reorder mods that really shouldn't be renamed conventionally, as this can break some mods.
You can find more information about Load Ordering and Conflicts here: https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order
Also, read the mod description extensively. It's very intuitive. Also, there's no need for the hostility. Mods are free and extremely time consuming.
Loading first = winning conflict is an important distinction from other games where loading LAST = winning conflict. I did not know that until I read this comment!
yes, either start an instance of MO2's "Explore Virtual Folder" and launch the .exe from inside of it, or add the .exe to to list of executables in MO2 and run it from there.
in my experience it can take a long time to load up, so it might seem like it's not working for a minute or two.
I FINALLY got this working in Mod Organizer 2, here's how I have it set up:
Download via 'mod manager download' and install in MO2
right-click the mod in MO2 and select 'open in explorer', then create new folder tree: archive\pc\mod
place the red4-conflicts.exe inside archive\pc\mod
Add red4-conflicts as an executable in MO2:
the 'Binary' should be the location of the exe that we set up above (in your MO2 game instance for Cyberpunk) in my case it is "D:\Games\ModTools\Mod Organizer 2 Game Instances\Cyberpunk 2077\mods\Archive Conflict Checker Tool\archive\pc\mod\red4-conflicts.exe"
Leave 'Start in' completely blank
Check 'Force load libraries', click 'apply' and 'ok'
enable the mod in the left hand side of MO2, and select the executable from the drop down on the right, then click 'run'
At first, it still said it found 0 conflicts across 0 archives. It was still trying to default to the "Mod Organizer 2 Game Instances\Cyberpunk 2077\mods" folder where the mods are installed. I had to change the "archive path" to the virtual file path used by MO2 for loading mods.
in my case, it is "D:\Games\SteamLibrary\steamapps\common\Cyberpunk 2077\archive\pc\mod". However, this folder does not exist on my pc, since all my mods (except CET and red4EXT) are installed via MO2. So i had to type the path in, rather than navigate to it in the explorer
click the three dots next to 'archives path' to update the path
manually type (or copy/paste) the file path into the explorer
click 'select folder', and click 'Re-check conflicts'
It took a second to load, but after that it worked for me. I hope this helps anyone else who may be struggling to get it working. If it still doesn't work, try asking in the MO2 discord, and good luck
This needs to be stickied. I've been fighting with this for an hour.
If I can return the favor to anyone else struggling to get Conflict Checker buckled up and ready to drive in MO2, hopefully saving them the grief and headache that I just went through, another critically important thing to keep in mind is that Windows can throw an "access denied" error for all kinds of stupid reasons. MO2 will assume it's your antivirus, but that's not necessarily always the case. Before you walk down that dark alley where Windows Defender and his boys are drinking beers and throwing bottles at the wall, check and make sure that your executable path has the correct syntax. In my case, I had accidentally left off a quotation mark when I copied and pasted the validated pathname.
I have no idea what has changed, but after getting it to work once and editing my modlist a bit, now I can't get Conflict Checker to run at all no matter what I do.
Didn't get this to work manually so i tried to copy this guide, but with Vortex. I just added d4-conflicts.exe as a tool (vortex version of "executable" i guess). It worked perfectly! Thanks (*¯ ³¯*)♡
i'm sorry you had such a terrible time, here's what i did to get it to work under MO2:
when i first started using MO2, i already had Archive Conflict Checker installed in my main game folder (steamapps\common\Cyberpunk 2077\red4-conflicts.exe). i did not change any of the settings in Conflict Checker, just kept it pointed at where it was already pointed.
in MO2, change the Run menu selector to "Explore Virtual Folder" and click Run. MO2 will open your Cyberpunk 2077 inside an instance of Explorer++ with all of the mods virtually applied to the file structure. you can run red4-conflicts.exe from inside of Explorer++, and it will work normally (though might take a long time to load, just wait it out) and generate a modlist.txt file which gets caught by MO2 and held in the Overwrite section - you can just leave it there and let MO2 handle it and edit it whenever you want with red4-conflicts from inside of Explorer++. MO2 will stay locked (same as though you were playing the game) until you close the conflict checker and explorer++ windows.
458 comments
- fixed a visual bug where some archives are listed twice when losing/winning
- added mod status icons (has winning conflicts, has losing conflicts, is obsolete)
—————————
Planned features
- DONE
filters- DONE
show not-conflicting files #
- DONEload order management- DONE
more help text
- DONEshow mod status icons- Display REDmod archive conflicts
- conflict check for tweaks and scripts
Archives in Cyberpunk are loaded binary-alphabetically.
This means that a mod called "modaa" loads before "modbb", but "modA" loads before "modaa" and "modbb".
Special characters also load according to binary sorting: "!" and "#" before "A", but "_" after "Z".
Check the ASCII character set for more info: https://en.wikipedia.org/wiki/ASCII#Character_set/.
Additionallty, all REDmod archives are strictly loaded after archives in the /archive/pc/mod folder
However, the game provides a way to adjust archive load order without renaming the files:
Archives in "modlist.txt" in your "/archive/pc/mod" folder are loaded according to this list.
This app uses the modlist.txt file to order mods without renaming the files. (can be toggled on or off in the app)
As a workaround you can directly modify the modlist.txt file.
Quick question, if a mod is only losing. Does this mean it is not doing anything? Like it's not even overwriting vanilla files?
The reason I ask is I've got multiple texture mods, one of them is shown as winning 0 and losing 100+ to other mods. If it is the case that this means it's not even overwriting vanilla files, then I may as well delete the mod.
Thanks again for this mod. It really needs to be more known about.
Is this red4 checker doing this? I don't know how else it could be happening since the game naturally wants to load mods based on alphanumeric name. If it is red4 checker forcing every updated or new mod to be loaded first, how do I make it stop?? Like I said, I checked that box and unchecked it seconds after, then closed the program. How do I tell it to quit screwing up my load order?
Thank you!
Like wtf does "winning & losing" even mean? What's the context? How are the mods compared to each other? How do I tell? Like seriously this tool has no point without a guide.
The way mods are loaded in Cyberpunk is via the ASCII-Alphabetical order.
Winning and losing isn't always a bad thing. It can just mean the mod you're using could be winning over base game files. If you've successfully loaded your mod folder into the tool, you'll see red and green.
In the right panel, click the drop down menus under the mods and scroll to the right. You'll see exactly how your mods are interacting with your game and other mods.
The left panel is used for reordering your mods. Remember, higher wins. If you click the tick-box at the top of the left pane, it enables modlist re-ordering. Click and drag a mod up or down to adjust which will win the conflict. Doing this will generate a file in the same location where the red4-conflicts.exe is located called "modlist.txt". By placing this file into the same file location as your mod archives, the game will read the .txt file and obey it's ordering. Doing this allows you to reorder mods that really shouldn't be renamed conventionally, as this can break some mods.
You can find more information about Load Ordering and Conflicts here:
https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/load-order
Also, read the mod description extensively. It's very intuitive. Also, there's no need for the hostility. Mods are free and extremely time consuming.
in my experience it can take a long time to load up, so it might seem like it's not working for a minute or two.
管理者権限で実行しても同じことが起こります。
- Download via 'mod manager download' and install in MO2
- right-click the mod in MO2 and select 'open in explorer', then create new folder tree: archive\pc\mod
- place the red4-conflicts.exe inside archive\pc\mod
Add red4-conflicts as an executable in MO2:in my case it is "D:\Games\ModTools\Mod Organizer 2 Game Instances\Cyberpunk 2077\mods\Archive Conflict Checker Tool\archive\pc\mod\red4-conflicts.exe"
At first, it still said it found 0 conflicts across 0 archives. It was still trying to default to the "Mod Organizer 2 Game Instances\Cyberpunk 2077\mods" folder where the mods are installed. I had to change the "archive path" to the virtual file path used by MO2 for loading mods.
in my case, it is "D:\Games\SteamLibrary\steamapps\common\Cyberpunk 2077\archive\pc\mod". However, this folder does not exist on my pc, since all my mods (except CET and red4EXT) are installed via MO2. So i had to type the path in, rather than navigate to it in the explorer
It took a second to load, but after that it worked for me. I hope this helps anyone else who may be struggling to get it working.
If it still doesn't work, try asking in the MO2 discord, and good luck
Thank you rfuzzo for such a great mod!
If I can return the favor to anyone else struggling to get Conflict Checker buckled up and ready to drive in MO2, hopefully saving them the grief and headache that I just went through, another critically important thing to keep in mind is that Windows can throw an "access denied" error for all kinds of stupid reasons. MO2 will assume it's your antivirus, but that's not necessarily always the case. Before you walk down that dark alley where Windows Defender and his boys are drinking beers and throwing bottles at the wall, check and make sure that your executable path has the correct syntax. In my case, I had accidentally left off a quotation mark when I copied and pasted the validated pathname.
you're a f*#@ing hero
This method got it working for me on MO2 on Linux through Proton
when i first started using MO2, i already had Archive Conflict Checker installed in my main game folder (steamapps\common\Cyberpunk 2077\red4-conflicts.exe). i did not change any of the settings in Conflict Checker, just kept it pointed at where it was already pointed.
in MO2, change the Run menu selector to "Explore Virtual Folder" and click Run. MO2 will open your Cyberpunk 2077 inside an instance of Explorer++ with all of the mods virtually applied to the file structure. you can run red4-conflicts.exe from inside of Explorer++, and it will work normally (though might take a long time to load, just wait it out) and generate a modlist.txt file which gets caught by MO2 and held in the Overwrite section - you can just leave it there and let MO2 handle it and edit it whenever you want with red4-conflicts from inside of Explorer++. MO2 will stay locked (same as though you were playing the game) until you close the conflict checker and explorer++ windows.